[godot] Fix Windows template build.

This commit is contained in:
badlogic 2023-01-25 10:54:35 +01:00
parent 1914c7eac5
commit 859aefe2ce
8 changed files with 21 additions and 21 deletions

View File

@ -13,8 +13,8 @@ env:
AWS_SECRET_ACCESS_KEY: ${{ secrets.AWS_SECRET_ACCESS_KEY }}
AWS_EC2_METADATA_DISABLED: true
EM_VERSION: 3.1.10
GODOT_TAG: 3.5-stable
GODOT_VERSION: 3.5.stable
GODOT_TAG: 3.5.1-stable
GODOT_VERSION: 3.5.1.stable
jobs:

View File

@ -38,10 +38,10 @@ pushd ../godot
if [ "$platform" = "windows" ]; then
# --- Windows ---
#generates windows_64_debug.exe and windows_64_release.exe
scons platform=windows tools=no target=release custom_modules="../spine_godot" --jobs=$cpus
scons platform=windows tools=no target=release_debug custom_modules="../spine_godot" --jobs=$cpus
cp bin/godot.windows.opt.64.exe bin/windows_64_release.exe
cp bin/godot.windows.opt.debug.64.exe bin/windows_64_debug.exe
scons platform=windows tools=no target=template_release custom_modules="../spine_godot" --jobs=$cpus
scons platform=windows tools=no target=template_debug custom_modules="../spine_godot" --jobs=$cpus
cp bin/godot.windows.template_release.x86_64.exe bin/windows_64_release.exe
cp bin/godot.windows.template_debug.x86_64.exe bin/windows_64_debug.exe
elif [ "$platform" = "macos" ]; then
# --- macOS ---

View File

@ -4,16 +4,6 @@ set -e
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
pushd $dir > /dev/null
if [ ! "$#" -eq 1 ]; then
echo "Usage: ./build-v4.sh <target>"
echo
echo "e.g.:"
echo " ./build.sh editor"
echo " ./build.sh template_debug"
echo
exit 1
fi
if [ ! -d ../godot ]; then
echo "No Godot clone found. Run ./setup.sh <Godot branch or tag> <dev> first."
exit 1
@ -58,7 +48,7 @@ if [ `uname` == 'Darwin' ] && [ $dev = "false" ]; then
popd
else
if [ "$OSTYPE" = "msys" ]; then
target="$target vsproj=yes livepp=$LIVEPP"
target="vsproj=yes livepp=$LIVEPP"
fi
if [ "$dev" = "true" ]; then
target="$target dev_build=true"

View File

@ -45,7 +45,7 @@ index 1b55574..8bc0fb1 100644
+ env.AppendUnique(CPPPATH=[env.get("livepp")])
+ env.AppendUnique(LINKFLAGS=["/FUNCTIONPADMIN"])
+ else:
+ printf("Specified Live++ path does not exist")
+ print("Specified Live++ path does not exist")
+ else:
+ print("Live++ can only be used with targets 'editor'")
+ else:

View File

@ -45,7 +45,7 @@ index e6829ae..3a7e38d 100644
+ env.AppendUnique(CPPPATH=[env.get("livepp")])
+ env.AppendUnique(LINKFLAGS=["/FUNCTIONPADMIN"])
+ else:
+ printf("Specified Live++ path does not exist")
+ print("Specified Live++ path does not exist")
+ else:
+ print("Live++ can only be used with targets 'debug' and 'release_debug'")
+ else:

View File

@ -0,0 +1,9 @@
# Godot binary paths
## 4.0+
* Windows
* Editor
* Debug: godot/bin/godot.windows.editor.dev.x86_64.exe
* Release: godot/bin/godot.windows.editor.x86_64.exe
* Template
* Debug: godot.windows.template_debug.x86_64.exe
* Release: godot.windows.template_release.x86_64.exe

View File

@ -4,14 +4,13 @@
#else
#include "core/engine.h"
#endif
#include "godot/editor/editor_node.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#ifdef TOOLS_ENABLED
#include "godot/editor/editor_node.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/plugins/animation_tree_editor_plugin.h"
#endif
void SpineAnimationTrack::_bind_methods() {

View File

@ -29,7 +29,9 @@
#include "SpineSlotNode.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#endif
#include "scene/main/viewport.h"
void SpineSlotNode::_bind_methods() {